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Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...
HDR (High dynamic range) (declaration) – Visual dynamic range refers to the difference between the darkest and brightest information a game can show. As suggested by the term HDR some games offer darker darks and brighter brights than others, depending on the screen you view them on.
On displays with a fixed refresh rate, a frame can only be shown on the screen at specific intervals, evenly spaced apart. If a new frame is not ready when that interval arrives, then the old frame is held on screen until the next interval (stutter) or a mixture of the old frame and the completed part of the new frame is shown ().
Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images are captured or displayed. This definition applies to film and video cameras , computer animation , and motion capture systems.
Deferred lighting (also known as Light Pre-Pass) is a modification of the Deferred Shading. [15] This technique uses three passes, instead of two in deferred shading. On first pass over the scene geometry, only normals and specular spread factor are written to the color buffer.
These two papers laid the framework for creating HDR light probes of a location, and then using this probe to light a rendered scene. HDRI and HDRL (high-dynamic-range image-based lighting ) have, ever since, been used in many situations in 3D scenes in which inserting a 3D object into a real environment requires the light probe data to provide ...
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity.
Flicker is necessary for a film-based movie projector to block the light as the film is moved from one frame to the next. The standard framerate of 24 fps produces very obvious flicker, so even very early movie projectors [example needed] added additional vanes to the rotating shutter to block light even when the film was not moving. Most ...